Features and nature of changes in students' value orientations playing computer role-playing games

 
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EurAsian Journal of BioSciences
                 Eurasia J Biosci 14, 1241-1246 (2020)

                 Features and nature of changes in students’ value
                 orientations playing computer role-playing games
                 Olga G. Kolomyts 1*, Bulat V. Shagiev 2, Alexey V. Kidinov 3, Larisa P. Lazareva 4,
                 Galina I. Hristenko 5, Eleonora V. Egorova 6, Yury N. Kutlin 7
                 1
                   Kazan (Volga region) Federal University, Kazan, RUSSIA
                 2
                   Academy of Labor and Social Relations, Moscow, RUSSIA
                 3
                   Financial University under the Government of the Russian Federation (Financial University), Moscow, RUSSIA
                 4
                   Pacific State University, Khabarovsk, RUSSIA
                 5
                   Gzhel State University, Elektroizolyator, RUSSIA
                 6
                   Ulyanovsk State University, Ulyanovsk, RUSSIA
                 7
                   Birsk Branch of Bashkir State University, Birsk, RUSSIA
                 *Corresponding author: olgakolomyc793@gmail.com

                     Abstract
                     The relevance of this article is to study the formation of values’ hierarchy among students in the age
                     of computerization, and in connection with the active introduction of high technologies in the life of
                     society, and each society has a unique value-oriented structure, which reflects the identity of this
                     culture. Since the set of values that an individual learns in the process of socialization is transmitted
                     to him/her by society, the study of the system of value orientations of the individual is a particularly
                     relevant problem in a situation of serious social changes, when there is a certain blurring of the social
                     value structure. The purpose of the research is to study the value orientations of students participating
                     in role-playing computer games. Research methods: as a research method, a questionnaire survey
                     was used to identify groups of students who are and are not participants in Online role-playing games,
                     for further identification of value orientations in both groups. Research results: the article examines
                     and analyzes the features of value orientations of participants in role-playing computer games. The
                     novelty and originality of the research lies in the fact that for the first time it is revealed that among
                     students who are interested in Online role-playing games at the level of normative values, the first
                     places are given to such values as hedonism, stimulation and power. It is shown that students who
                     are fond of role-playing computer games are characterized by a desire for pleasure, they develop a
                     tendency to novelty and search for new sensations, and the social status is revealed, which is
                     expressed in dominating over people. It is determined that the least significant, in their opinion, are
                     universalism, which is expressed in understanding, tolerance and protection of the well-being of all
                     people and nature; striving for traditions and kindness. It is found that among students who do not
                     play Online role-playing games, the first places are also given to power, hedonism and stimulation,
                     but in a different order of preferences. It is shown that the lowest priority students who do not play
                     computer games give to such values as safety, traditions, achievements, and independence. It is
                     determined that the group of students who are not interested in Online role-playing games is less
                     dependent on the reference group and they are more free to make judgments and choose their
                     personal values. Practical significance: the data Obtained in this work can be used in social
                     psychology, age psychology, pedagogy, as well as for further theoretical development of this issue.

                     Keywords: student youth, online role-playing games, values, value orientations

                     Kolomyts OG, Shagiev BV, Kidinov AV, Lazareva LP, Hristenko GI, Egorova EV, Kutlin YN (2020)
                     Article title Article title Article title Article title Article title Article title Article title Article title. Eurasia J
                     Biosci 14: 1241-1246.

                     © 2020 Kolomyts et al.
                     This is an open-access article distributed under the terms of the Creative Commons Attribution License.

   INTRODUCTION                                                           Zyubina et al., 2019; Olkhovaya et al., 2019a, 2019b;
                                                                          Cornilov et al., 2019; Zaitseva et al., 2020). During
    In the modern age of computerization, Internet                        adolescence, it is very important to lay a conscious
leisure in its various forms is part of the daily life of                 attitude to free time. It is not enough to simply take over
millions of Russians: on the Internet, people exchange                    the baton from the adolescent period in terms of leisure
opinions on a variety of topics in forums and chats,
interact in games and via email, join new groups and
                                                                                                                      Received: February 2020
communities, and search for new identities (Samelyuk,
                                                                                                                         Accepted: April 2020
2006; Minakhmetova e al., 2017; Shapkin, 1999; Putilina
                                                                                                                            Printed: June 2020
et al., 2019; Fomicheva, Shmelev & Burmistrov, 1991;

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activities, it is necessary to develop certain habits,          to computer games, drop off from real life and
knowledge and skills that contribute to a competent and         completely immerse themselves in the game. This
creative leisure organization (Avdeev et al., 2019). In the     cannot but affect their communication, academic
youth period, the experience of an individual style of          performance, as well as the identification of landmarks
recreation and leisure is formed and accumulated. In the        and values in life (Volkov, 2006; Antonenko, 1999;
younger years, the very principle of organizing and             Yakobson, 1969; Lapin, 1996; Nepomnyashchaya,
spending free time - creative or uncreative-is also             2000; Razumovskaya et al., 2018; Mukhametzyanova et
determined (Podymov et al., 2019). Many young people            al., 2018).
currently prefer a form of leisure, such as
communication in social networks. There are many                   RESEARCH OBJECTIVES AND STRUCTURE
different social networks around the world that people              The empirical study was conducted based on the
can use to communicate virtually. The Internet captures         University and was conducted in four stages.
more and more territories and aspects of human life. The            At the first stage, the initial positions were developed
sphere of recreation and leisure has also come under            based on a theoretical analysis of the problem. At the
the influence of Internet technologies and young people         second stage, a research tool was developed to identify
are finding more and more Hobbies in the Internet               groups of young people who participate in online role-
environment (Shapovalov, 1998; Yablokov, 2007;                  playing games and do not play them.
Medvedev, 1998; Butakova et al., 2020; Ovsyanik et al.,             The purpose of the questionnaire in this study is to
2020).                                                          identify groups of students who are interested in Online
    Leisure strategies are related to what needs they are       role-playing games and do not play them. The
aimed at and what motivations the person was guided             questionnaire was compiled based on the theoretical
by. Leisure in the informative and communicative space          material studied, where the number of hours spent by a
is diverse, with time increasing the number of leisure          person by a computer is equal to six hours or more, is
opportunities in the Internet network. A new space is           regarded as a dependency.
being born, and accordingly, in this space there are new            Suggested questionnaire questions are:
opportunities for the realization of human abilities and            Do you have a personal computer at home?
ways to meet human needs. In this space, the                        Do you have access to the Internet?
personality and value orientations are formed as a                  Do you play computer games? (If you answered this
structural element of the personality (Kirilova, 2000;          question in the negative, the survey is over)
Artyukhova, 2001; Baranov et al., 2019; Kipriyanova,                Do you play games in the Internet?
1999). It is especially important to pay attention to the           Whether you play in a massively multiplayer online
formation of value orientations in young years, as a            role-playing game?
personal worldview and moral position is formed                     What games do you prefer?
(Gavrilyuk & Trikoz, 2002; Bitueva, 2000; Sokolov &                 What do you like about them?
Shcherbakova, 2003; Gavrilyuk & Trikoz, 2002;                       How many days a week do you devote to online role-
Barabanshchikov, 2003; Larionova et al., 2018; Oborsky          playing games?
et al., 2018). At present, in times of crisis of society,           How many hours a day do you spend playing games
young people can be quite socially unstable, morally            on average?
unprepared and unprotected (Usak et al., 2020).                     Do you play with people you know or with strangers?
    Modern young people are experiencing an acute                   In the study of value orientations, the method of
crisis in the process of forming their value orientations.      Schwartz was used, adapted and standardized by V. N.
First, it manifests itself in the lack of basic values for      Karandashev. At the third stage, an empirical study of
most of them. Almost all psychologists and educators            the value orientations of participants in Online role-
agree that adolescence is a very special stage of               playing games was conducted. A sample was formed
personal development (Kon, 1979; Zalessky, 1994;                and empirical data was collected. Preliminary results
Dyrin, 1996; Kartashkin, 1996; Gorbunov et al., 2019;           were obtained. At the next stage, the results were
Khairullina et al., 2019; Zhgenti et al., 2018). At this age,   analyzed and interpreted.
there is a shift of interests from the private and concrete
to the abstract and general, there is a growth of interest
                                                                  RESEARCH OF STUDENT VALUE
in issues of worldview, religion, morality, and aesthetics.
                                                                ORIENTATIONS WHO ARE FOND OF ONLINE
An interest is developed in the psychological
experiences of other people and their own (Kuznetsov,           ROLE-PLAYING GAMES
1994). Especially relevant is the issue of forming a                Based on the survey, we identified groups of young
hierarchy of values among young people in the age of            people who are and are not participants in Online role-
computerization and in connection with the active               playing games. Methods of Schwartz for studying the
introduction of high technologies in the life of society,       values of the individual allowed us to identify value
today an increasing number of people become addicted            orientations, where the average score for each of the 10

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types of values was calculated for each group of                values’ survey, only in relation to hedonism, which
subjects at the level of normative ideals and at the level      makes it possible to conclude that in this group of
of individual priorities. Average indicators allow us to        subjects, personal individual values do not coincide to a
judge the ratio of values’ significance in different groups     greater extent with the ideas of normative values, just as
of subjects.                                                    they do not coincide with the values at the level of
    At the level of individual priorities among young           individual priorities identified in a group of young people
people who play Online role-playing games, the first            playing Online role-playing games. The last places are
positions were given to power (2.1), hedonism (1.8) and         given to traditions (0.8), security (0.9) and power (1.5).
achievement (1.8). Based on the fact that the data from             At the level of normative ideals, young people have
the questionnaire: personal Profile, in two parameters          equal indicators, especially in terms of stimulation and
coincided with the data obtained in the questionnaire: A        hedonism. This indicates the similarity of ideas in
review of values, namely in relation to power and               relation to the concept of social norm, ideal. Indicators of
hedonism, one can suggest that there is a certain               the significance of values differ most only in terms of
harmony in the group of game-playing students in                security, but a single case does not allow generalizing.
relation to values that are considered the norm in relation     At the level of individual priorities, we can observe a
to society as a whole and values that the individual            significant difference in indicators of significance for
considers to be his/her own. From this, we can draw two         almost all indicators, especially in terms of kindness,
conclusions: either this group of subjects is quite             universalism, independence and stimulation. The
conformal and attributes the normative expectations of          difference in indicators by types of values in the two
society to their own, or Vice versa, based on their             parts of the questionnaire, which characterize the two
personal values, they consider them normative for the           levels of functioning of values, reflects the value
whole society as a whole. At the level of normative             pressure, which is carried out, on the one hand, through
ideals, the first places were given by students                 socialization and, on the other hand, through the
participating in online role - playing games to such            reference group and traditions. Thus, we can conclude
values as hedonism (3, 6), stimulation (3, 3) and power         that to some extent, young people who do not play
(3, 2). This suggests that at the level of beliefs about        Online role-playing games are less dependent on the
what values should dominate in society, young people            opinion of the reference group, and form values
identified the desire for pleasure, the tendency to novelty     regardless of it. We can assume that this is due to the
and the search for new sensations, as well as social            fact that among the so-called gamers there is a certain
status, which is expressed in dominating people. The            community of interests and cohesion of its participants
least significant, in their opinion, are universalism (1, 4),   in fact belonging to this category, probably this can be
tradition (1, 7) and kindness (1, 7). As for students who       applied not only to the choice of Hobbies, but also to
do not play Online role-playing games, the first places         values. Then each value type was assigned a rank from
were also given to power (4, 0), hedonism (3, 4) and            one to 10 according to the value of the average indicator.
stimulation (3, 3). This can be understood as the fact that     Ranks from one to three assigned to the corresponding
at the level of normative ideals, the respondents’              values are considered as an indicator of their high
belonging to the group of participants in Online role-          significance in this group of subjects. Ranks from eight
playing games does not matter, and also as the fact that        to 10 indicate, on the contrary, their low significance for
these values are probably the priority in the society and       the subjects of the study group. The difference in young
environment in which young people grow up and are               people’s preferences for values: power, hedonism, and
brought up, and do not always reflect the individual’s          achievement were most significant in the group of
personal preferences. The lowest priority for students          students who play online role - playing games, while
who do not play online games are the values of safety           independence, hedonism, and universalism were most
(0.8), tradition (1.2) and achievement (1.8) with               significant in the group who do not play Online games.
independence (1.8). It can be concluded that the                The students’ views coincided only with regard to
opinions of these two groups converged only with                hedonism as the second most important value, and
respect to traditions.                                          tradition as the least important value. At the level of
    At the level of individual priorities, traditions (0.8),    normative ideals, among girls participating in online role-
universalism (1.0) and kindness (1.1) are the least             playing games, the most significant values are
valuable among young people who play role-playing               achievement (4.6), power (4.4) and hedonism (4.2), the
games. In addition, this coincides with the data obtained       least ones are tradition (1.4), universalism (1.6) and
in the first part of the survey of values, which confirms       conformity (2.2). As for girls who do not play Online role-
the assumption made above.                                      playing games, the most significant for them are power
    For young people who do not play Online games,              (4, 7), conformity (3, 4), hedonism (3, 3). The least
self-reliance (2.3), hedonism (2.6), and universalism           significant for them are achievements (1, 6), security (0,
(2.2) rank first on the level of individual priorities. This    7), and traditions (0, 8). At the level of normative ideals
data is consistent with the data obtained from the survey:      for girls participating in Online role-playing games,

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power (2.6), achievement (2.2) and independence (1.7)            search for new sensations, as well as social status,
are significant. The least ones are tradition (0.5),             which is expressed in dominating people. The least
kindness (0.6), and security (0.7). Among girls who are          significant, in their opinion, are universalism, which is
not interested in Online role-playing games, the                 expressed in understanding, tolerance and protection of
following results were obtained: the most significant            the well-being of all people and nature; tradition and
values were independence (2, 2), hedonism (1, 8) and             kindness. At the level of individual priorities for this group
universalism (1, 6), the least: tradition (0, 5), security (0,   of students, the first positions were given to power,
6), power (0, 6).                                                hedonism and achievement. Based on the fact that the
    In relation to boys playing Online role-playing game,        data from the questionnaire Personal Profile, in two
at the level of normative ideals values of hedonism (3,7),       parameters coincided with the data obtained in the
stimulation (3,3) and power (3,0) are the most important,        questionnaire An overview of values, namely in relation
and the least ones are universalism (1,4), kindness (1.5)        to power and hedonism, we can conclude that in a group
and security (1,6). Among non - playing young men, the           of students who are fond of games, there is a certain
values of stimulation (3.6), hedonism (3.4) and                  harmony in relation to values that are considered the
conformity (3.0) are the most significant, while the             norm in relation to society as a whole and values that the
values of safety (0.9), tradition (1.0) and universalism         individual considers his/her own. From this, we can draw
(1.4) are the least significant. Here we see a                   two conclusions: either this group of subjects is quite
convergence in both groups regarding hedonism and                conformal and attributes the normative expectations of
stimulation as the most important values, and security           society to their own, or Vice versa, based on their
and universalism as the least important. For young men           personal values, they consider them normative for the
who participate in Online role-playing games, the first          whole society as a whole. The least valuable for them
positions are given to such values as hedonism (1, 9),           are tradition, universalism and kindness. Among young
power (1, 8) and stimulation (1, 7). The least significant       people who do not play Online role-playing games, the
for them are traditions (0.9), universalism (1.0) and            first places were also given to power, hedonism and
independence (1.2).                                              stimulation, similar to participants in Online role-playing
    The values of hedonism (1,7), stimulation (1,5), and         games. Based on this, we can conclude that at the level
power (1,3) are most significant for young men who do            of normative ideals, the respondents’ belonging to the
not play Online role-playing games, which coincides with         group of participants in online role-playing games does
the values significant for young men who play Online             not matter. The lowest priority for students who do not
games. The least significant for them are tradition (0.5),       play online games are values such as safety, tradition,
kindness (0.6) and security (0.6). Thus, because                 and achievement made independently. At the level of
significant values coincide in both groups, we can               individual priorities in this group, independence,
conclude that the group of young men is more cohesive,           hedonism and universalism occupy the first places. This
and regardless of belonging to the number of                     data is consistent with the data obtained from the
participants in Online role-playing games, there is a            survey- An overview of values, only in relation to
commonality of values at the levels of normative ideals          hedonism, which makes it possible to conclude that in
and individual priorities.                                       this group of subjects, personal individual values do not
    Thus, among girls there is no such group cohesion in         coincide to a greater extent with the ideas of normative
respect of values as in the group of boys: there is a            values, just as they do not coincide with the values at the
coincidence of significant values among girls only in            level of individual priorities identified in a group of young
respect of power and hedonism, while the rest of the             people playing Online role-playing games. From this, we
significant values are represented by different names.           can conclude that the group of young people who are
The group of boys has less significant differences               not interested in Online role-playing games is less
between the identified types of values, while the girls          dependent on the reference group and these students
have quite sharp differences between the types of                are freer to make judgments and choose their personal
values.                                                          values. In relation to young men, the following results
                                                                 were obtained: at the level of normative ideals, the
   CONCLUSIONS                                                   values of hedonism, stimulation and power are the most
    Based on the conducted research we can draw the              significant for young men participating in Online role-
following conclusions. Among students who are                    playing games; at the level of individual priorities, they
interested in online role-playing games at the level of          gave the first positions to such values as: hedonism,
normative values, the first places were given to such            power and stimulation. Among non-playing young men,
values as hedonism, stimulation and power. This                  the values of stimulation, hedonism, and conformity are
suggests that at the level of beliefs about what values          the most significant at the level of normative values, but
should dominate in society, young people identified the          at the level of individual priorities: hedonism, stimulation,
desire for pleasure, the tendency to novelty and the             and power, which coincides with the values that are
                                                                 significant for young men who play Online games. Thus,

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we can conclude that the group of young men is more            who do not play Online role-playing games, the following
cohesive, and regardless of belonging to the number of         data was obtained: the most significant are power,
participants in Online role-playing games, there is a          conformity, hedonism, and at the level of individual
commonality of values at the levels of normative ideals        priorities: independence, hedonism and universalism.
and individual priorities. For girls, the following results    Based on this, we can conclude that among girls there
were obtained: at the level of normative ideals, among         is no such group cohesion in respect of values as in the
girls participating in Online role-playing games, the          group of boys: there is a coincidence of significant
values of achievement, power and hedonism are the              values among girls only in respect of power and
most significant, and at the level of individual priorities:   hedonism, while the rest of the significant values are
power, achievement and independence. Among girls               represented by different names.

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